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Mapped with Campaign Cartographer 2

Adventures

Terk’s Sword

DM Notes:

Terk was born a lycanthrope, a werewolf. In the form of half man, half wolf, many orcs that fated night did indeed have their hearts ripped out. Those who saw were unable to see clearly due to the storm. Terk’s sword was both a blessing and a curse, not to mention intelligent.

Terk’s sword had the ability to drain the life from those it wounded. In return, the sword granted Terk a normal life span and the ability to refrain from transforming during a full moon.

Terk was born with his curse, but he was not evil. He forged the deal with the sword. He would sate its desire for blood in return for as close to a normal life as Terk could have.

Near the end of Terk’s life, the village had few problems with orcs or any other threat. The sword wanted more blood, but there was none to give. Knowing the sword would betray him and to old to continue a life on the run, Terk confronted the town elders with the truth.

Fearful for their lives, several of the elders drugged Terk’s meal and that night while he slept, ran him through with his own sword. Those who were there dare not say that not only did the sword pulse with a red radiance as it drained the life from Terk, but laughter, like those of demons, could be heard echoing through the room.

Terk’s sword did not kill him. The sword drained his life force into the sword with it. The sword is home to an ancient evil spirit who has been trap in the sword for millennia. To free itself, it needed to drain the life of its wielder, corrupt it’s soul and then be released back into the wielder’s body.

The elders perform step one perfectly by running Terk through. The spirit has long since fuse with Terk’s spirit and is not waiting to be released back into Terk’s body. The sword has many powers but a weak ego. It can only posses a weak mind.

When the sword drained Terk’s soul, it also preserved Terk’s body (like a mummy). Even better is the fact that Terk’s body is cursed with lycanthropy.

Bucketstallponybrush (Bucky) – Bucky was captured by Orcs and taken to Silman. Silman plans to let Terk’s sword posses Bucky (who just happens to have a weak mind) who will then in turn release Terk’s spirit back into his body.

Part 1: Corafer

The PC’s should all get together and agree to go to Terk’s tomb.

DM:

Silman of the Twin Vales (AKA: Gaejar of the Shadows) is a necromancer who has learned about Terk’s sword. He traced Terk to this town, and has been trying to find out the truth. He has been in Corafer for about a year. Silman learned from Old man Durkin that the town elders had murdered Terk. He needs some muscle to break into the tomb. Recently, he found an old abandon mine and has enlisted an Ogre and some Orcs (from the Black Tooth Clan). In return for the body and sword, he will help the Orcs destroy Corafer.

Korm the Potter – Korm is the local potter of Corafer. His wife’s name is Oliwen.

Calier the Hunter – An old ranger who wanders the land. He trained Jerin in the ways of the ranger. Deity in the form of a buck led Calier to his final resting-place.

Old man Durkin – Durkin is suffering from some strange disease. He believes whatever his rock tells him and it is telling him that the Elders killed Terk thus Terk shall have his revenge.

    • Durkin has been given the gift of prophecy by (Deity). This gift, like most prophets, has made Durkin seem insane. The players would take well to heed his warnings.

Zelith the Fisher – Zelith is the local fisherman of the village. His wife name is Aeinna. Zelith and Aeinna son’s name is Kavin (AKA: Kavin of the Cloth).

Drot the Cook – Drot owns and runs the local Bears Head Tavern.

Current Elders:

Lothewin (the Stableman) hm

Rhaeria (the Seamstress) hf

Iboa (the Blacksmith) hm

Old man Durkin was removed from office when he began talking to rocks.

Corafer’s policies are discussed at village meeting, but the final decision is up to the town elders. The decision is done anonymously and must pass by a two-third margin. The three oldest villagers make up the town elders.

End Part One

Part 2: Terk’s Tomb

Terk’s tomb is about a day journey by foot from Corafer. The part will not encounter any problems during this trip.

 

Terk’s tomb lies before you. A silhouette in the setting sun. The tomb stand tall and you can almost feel the presence of the once mighty hero.

As you approach the tomb, you feel that something is wrong. A large section of the tomb’s wall is missing as if shattered by some great hammer. Stone rubble lines the ground before the gaping hole.

 

Crawling Claws will attack any PC who approaches the tomb; a gift left by Silman to kill anyone who found the defiled tomb before his plan is complete.

 

You can’t believe someone would defile Terk’s tomb. You carefully make your way toward the tomb. Caution turns to fear as the stone rubble begins to move. One, three, five, you lose count as the stone begins to crawl and jump at you. It doesn’t take you long to realize that it’s not stone but severed hands and claws that are trying to gouge and strangle you.

RUN ENCOUNTER #1

(Crawling Claws)

The PC’s will find Terk’s tomb empty. Terk’s coffin has been opened and both his body and sword has been removed.

(Tracking Proficiency) – Tracking will reveal a set of prints (Orcs) heading off to the North.

Nothing else will happen to the PC’s.

End Part Two

Part 3: The Cave

Depending on what the PC do, the following will occur:

  1. If the PC’s do not camp inside the cave, Hobgoblins will attack at sundown. This will draw the attention to the Displacer Beasts in the cave. The Displacer Beasts will attack soon after the Hobgoblins are defeated.
  2. If the PC enter the cave, they will be attacked by the Displacer Beasts. At sunrise, a hunting party of Hobgoblins will enter the cave looking for the Beasts. They will be angry to find that the PC’s have already killed them and will attack them instead.

 

The mountains loom beside you as you follow the tracks north through the pass. More than once you draw your weapons to the sounds of skipping stones or to the movement of lurking shadows. The occasional sounds of a yelping creature followed by a crunch makes you uneasy as night approaches.

Off in the distance, the black silhouette of a cave can be seen. It may provide protection from whatever lurks in the cliffs above.

(1) PC’s Enter Cave:

The cave is both dark and cool. The smell of something stale comes from within.

If the PC’s continue:

The cave becomes damp the deeper in you go. About a hundred paces from the entrance, the cave opens into a large cavern. Strange triangle shape rocks protrude from the floor and ceilings. A shadow passes quickly through the edge of your light and you soon realize that you are not alone.

RUN ENCOUNTER #2

(Displacer Beasts)

Cave in the Morning:

(Assuming the PC’s have set a watch)

The early light of dawn begins to filter into the cave. From the entrance, movement can be seen. Many shapes begin to filter quickly into the cave moving against the left and right walls.

(Pause for the PC’s to act, get up, etc.)

From the darkness beyond, you hear "Grum de Gee. Dar y foo. Afir, Bfir, Rakisen." ("You killed our prey. Death to you. Right flank, Left flank, Attack!" in Hobgoblin).

 

RUN ENCOUNTER #3

(Hobgoblins)

(2) PC Camp outside

Not long after sunset before any of the PC’s fall asleep, the Hobgoblins will attack.

 

You have just finished setting up camp and are enjoying the last of your rations when from the distance you hear "Rakisen!" ("Attack!" in Hobgoblin).

From either side of the path, large brownish-orange humanoid creatures armed with spears and chainmail charge you chanting "Dar y foo, Dar y foo." (Death to you, Death to you).

 

RUN ENCOUNTER #3

(Hobgoblins)

The Hobgoblin attack will alert the attention of the Displacer Beats. The beasts will watch the fight then attack as soon as the current battle is over.

RUN ENCOUNTER #2

(Displacer Beasts)

End Part Three

Part 4; The Mine

The mine was built by dwarfs and was abandoned about a hundred years ago when the ore ran dry. The mine is safe with the exception of the mudmen.

 

The shaft descends at a steep angle into the mine below. Rusted rails in the floor for what you guess would be used for ore carts, give the indication that the mine has not been used for some time. The tracks that you have been following end here.

 

 

You descend a good distance into the ground before the shaft you are following levels out. Continuing down the corridor, you come across a large underground pool. A stone bridge spans the length of the pool. The bridge is inlayed with iron rails and is slightly submerged in the brownish-red waters.

 

The pool is only about four feet deep but it is fed by an enchanted spring and in time has raised enough to cover the bridge that was built over it. The enchanted waters have brought life to the mud below. The only safe way to cross is to run since it takes the mudmen a round to rise. It will take the PC’s three rounds to walk across.

If the PC’s walk:

The water around you begins to churn and soon small pillars of brownish-red mud somewhat humanoid in appearance rise from the waters. Not sure of their intent, the mud creatures begin to move toward you.

 

RUN ENCOUNTER #4

(Mudmen)

 

The mine continues on for a good distance. Many smaller sub shafts have been carved leading away from the main corridor. Fearful of getting lost, you soon realize that these sub shafts only extend about twenty or thirty feet into the rock before they end.

 

The PC’s may search these sub shafts but will not find anything. Once they decide to keep on the main shaft, continue with the following:

 

Being cautious, you continue to follow the iron rails down the main corridor. Off in the distance, you can hear faint sounds. To far to understand, it does perhaps sound like talking.

Silmam is giving orders to the Ogre who in turn is commanding the orcs. Even if the PC’s sneak up, they will not be able to understand since it is not in common.

The orcs have been ordered to attack anyone who enters the room. The orcs are more engrossed with what is going on and will only attack if they hear the PC’s.

End Part Four

Part 5: Final Battle

If the PC’s wait it out, Bucky, possessed by the sword, will release both Terk and the evil spirit back into Terk’s body. Hungry for blood, the spirit will transform Terk into half-man, half-wolf form and will devour Bucky. The were-creature will then turn on the orge and orcs before heading back to town. It will be here that the PC’s will encounter it.

Terk’s sword lies near Bucky’s body, black and almost powerless.

If the PC’s intervene, the orcs and ogre will attack while Bucky releases the spirit into Terk’s body. Bucky will still be the fist to die but then the were-creature will turn on the PC’s.

There are four conclusions:

  1. The PC’s are killed. The were-creature will then move off and destroy Corafer.
  2. The were-creature gets by the party. In this case, the town is destroyed by the time they get back.
  3. Once the were-create is destroyed, the spirit will be free and Terk’s soul passes on to eternal punishment (Run Encounter #Ghost of Sword). If the PC’s defeat the ghost, the spirit is gone forever.
  4. The last, easiest and preferred way is to use Terk’s sword on the were-creature. This will draw the spirit back into the sword. Terk will still die, but he will thank the PC’s allowing his spirit to rest.
    • The sword should then be buried, given to Kavin so he can take it to the Church’s vault or destroyed in a volcano. Continuing to use the sword should be consider an evil act.

     

    Before you lies a large group of pig nosed creatures. Among the group is Silman, who appears to be talking to a large gangly humanoid creature. Tied to a rock near Silman is a Keld, who Corrgy recognizes as Bucky. Lying on a stone slab in the corner is an old corpse surprisingly preserved.

    Silman dismisses the creature who returns, shouting, at the pig nosed creatures. Silman pulls a sheathed sword from a pack and offers the hilt to the Keld. Out of what appears to be desperation or fear, the keld talks hold of the hilt and pulls the sword free. The look of fear is replaced by a look of anger. The keld cuts his bonds with the sword then marches up to the corpse. Angling the sword down, the keld drives the point on the sword into the chest of the body.

    The corpse cries out in anguish as a red fire flows from the sword and into the body. An eerie

    Sound of laughter fills the room. The creatures guarding the entrance look around uneasily. It takes shouts from the gangly humanoid to restore order.

    Back in the corner, the corpse begins to transform into a beast life creature - half-man, half-wolf. Fear again has filled the face of the keld. He takes a couple steps back, the sword clanging to the ground. Two steps too slow for the beast springs upon him. You watch in horror as the beast shreds the helpless keld apart, feasting on his innards.

    1. Chaos seems to grip all those below
    2. The beast looks up. It’s face stained red with blood. Part of the keld still hangs from it’s mouth. It looks around the room before it eyes fall upon (Character Name), its next meal.

    RUN ENCOUNTER #5

    (Final Encounter)

    Silman has skeletons cloaked around him. They wlll not attack unless he is approached. He will use his spells to help destroy the PC’s.

    End Part Five

    RUN ENCOUNTER EXTRA

    (Kobalds)

    Six of the Kobals will attack with their bows from medium to long distance. The PC’s will have to cover the distance to engage in melee with them. Once the PC’s are close, the remaining Kobalds will attack.